Vanguard ZERO: Narukami "THE BLOOD" Deck Build and Guide


Here's a quick guide and tips for Narukami Dragonic Kaiser Vermillion "THE BLOOD" Deck users in the RPG mobile card game Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

Ultimate Break means to surpass the limits and overcome the absolute! Vermillion not only attacks all units in the front row, it gains 1 Critical as well. Even if the opponent has a Sentinel, it will cause them to use it, and make it easier to hit the reat-gaurds!

Narukami Vermillion "THE BLOOD" Deck

Notable Info

   - Crit Vanguard = Can do 2 or more damage per attack.
   - Cross Ride Vanguard = Permanent +2000 Power when condition is met.
   - Field Control = Can retire units controlled by the opponent.
Vanguard ZERO: Narukami "THE BLOOD" Deck Build and Guide

First Vanguard and Sentinel Cards (PG)

Saishin FVEradicator Wyvern Guard, Guld (G1)Guld PG
   - Lizard Soldier, Saishin (FV) = Used to retire opponent's Grade 1 or less rear guards (CB1).
   - Eradicator Wyvern Guard, Guld (G1) and/or Wyvern Guard, Guld (G1) = Add x4.

Recommended Cards (Must Have)

Vermillion G3Dragonic Kaiser Vermillion "THE BLOOD" (G3)
   - Dragonic Kaiser Vermillion (G3) = Add x4, your main Vanguard for this build.
   - Dragonic Kaiser Vermillion "THE BLOOD" (G3) = Add x3 or x4, one of your main or sub Vanguard for this build.

Suggested Cards To Add (Budget Cards)

Grade 1 Cards

   - Desert Gunner, Raien (G1) = Add x4. When placed, 1 of your opponent's rear guards loses Intercept until end of turn.
   - Red River Dragoon (G1) = Add x1~x3, nice base Power and Defense.
   - Dragon Monk, Ginkaku (G1) = Add x2~x3. Mainly used to add damage to your Damage Zone (aka "Self Damage") to activate Limit Breaks earlier than usual, add if you like to use.
   - Rising Phoenix (G1) = Limit to x1~x2. When placed, SB2 to draw a card.

Grade 2 Cards

   - Demonic Dragon Berserker, Garuda (G2) = Add x3~x4. When attack hits a Vanguard, CC1.
   - Desert Gunner, Shiden (G2) = Add x3~x4. When placed, 1 of your opponent's rear guards loses Intercept until end of turn.
   - Dusty Plasma Dragon (G2) = Add x4, can reach 12,000 Power if you have a "Vermillion" Vanguard.
   - Dragon Monk, Kinkaku (G2) = Add x2~x3. Mainly used to add damage to your Damage Zone (aka "Self Damage") to activate Limit Breaks earlier than usual, add if you like to use.
   - Dragonic Deathscythe (G2) = Add x2~x3. When placed, CB2 to retire 1 of your opponent's grade 2 or less rear-guards.
   - Storm Bring Dragon (G2) = Add x2~x3. When this unit's attack hits a Vanguard, CB1 to look at 5 cards from the top of your deck, and add a Grade 3 or greater card to your hand.
   - Thunderstorm Dragoon (G2) = Add x2~x3, nice base Power and Defense.

Grade 3 Cards

   - Djinn of the Lightning Flash (G3) = Add x4, a rear guard unit with 14,000 Power, it can't attack a rear guard, but powerful when played right.
   - Breakthrough Dragon (G3) = Add as filler if you need more cards, can easily reach 13,000 Power.

   - NOTE: Feel free to try other cards not listed here, and add any Grade 3 cards you have available, just make sure to follow the recommended Trigger Set below.

RRR and Other Cards (If Available)

Dungaree G3
   - Sealed Demon Dragon, Dungaree (G3) = Add as filler, use as sub Vanguard for this build. (VC): When placed, bind 2 cards from the top of your deck face up.
   - (VC): LB4 (1/Turn)CB1 and put a card from your Bind Zone to the bottom of your deck at random, to retire 1 of your opponent's front row rear guards.

   - NOTE: Feel free to try other cards not listed here, and add any Grade 3 cards you have available, just make sure to follow the recommended Trigger Set below.

Example Deck Builds

   - NOTE: For cards that you don't have, just use the guide above to add filler cards to your deck for now, but if you want to add cards to the existing ones, feel free to do so. Also note that new cards might become available in the future, so feel free to test them out as well.
Vanguard ZERO: Narukami "THE BLOOD" Deck Build and Guide
(*Use as reference, feel free to remove/add cards. Sentinel Cards ("Perfect Guards") have different activation conditions, add x4 depending on your preference.)
(*Replace x1 Dragoon (G1) with Rising Phoenix (G1) if you like.)
(*Replace x1 Dragoon (G2) with x1 Garuda (G2) or Shiden (G2) if you like.)

Trigger Sets

Rank Fight Trigger Set

   - Critical Trigger (x0), Draw Trigger (x9), Stand Trigger (x0), and Heal Trigger (x4)
   - Refer to the build above (screenshot) for example Triggers Set for specific cards.
   - You can set your Heal Triggers to Dragonic Kasier Vermillion "THE BLOOD" (G3) or Djinn of the Lightning Flash (G3).

For Non Rank Fight Battles

   - NOTE: Feel free to experiment with other Trigger Sets according to your preference. Add more Critical Triggers and/or Stand Triggers if you want to use this deck for certain events, like non Rank Fights that would require you to finish the battle asap.

Narukami Battle Strategies

Mulligan (Starting Cards)

   - Any Grade 1 Card (G1) = Keep x1 or x2, to ensure a Grade 1 Vanguard and to avoid riding Rising Phoenix (G1).
   - Any Grade 2 Card (G2) = Keep x1 or x2, to ensure a Grade 2 Vanguard.
   - Dragonic Kaiser Vermillion (G3) = Keep x1 (top priority!) to ensure a Grade 3 Vanguard.

   - Dragonic Kaiser Vermillion "THE BLOOD" (G3) = Keep x1 (optional), if you didn't get Dragonic Kasier Vermillion (G3).
   - Sentinel Card (G1) = Keep at least x1.

Basic Battle Strategies

   - Your aim for this build is to deal 4 or 5 damage, then end the battle with your "Vermillion's" Limit Break skills.

   - Place Desert Gunner, Shiden (G2) and/or Desert Gunner, Raien (G1) to disable your opponent's Grade 2 Intercept ability. Useful to help you land more Damage (rear-guard can attack first before your Vanguard for example) or end the battle.
   - Use them as well when using Djinn of the Lightning Flash (G3), to open up a clear path to the Vanguard since it can't attack rear guards.

   - TIP: Try to limit Djinn of the Lightning Flash (G3) to 1 in play, especially when your opponent can place 2 Intercepts, to avoid mistakes, unless you can disable or retire at least 1 of their 2 Intercepts. This is also where you can use your "Vermillion's" Limit Break skills.

   - Dragonic Kaiser Vermillion (G3) is still your main Vanguard, Cross Riding is optional depending on the situation, because of "THE BLOOD's" (G3) Limit Break activation requirements (check more info below).

   - In case of a miss-ride, you can ride straight to Dragonic Kaiser Vermillion "THE BLOOD" (G3) especially if you are up against rushers, best with self damaging cards to help activate it's Limit Break skill.
   - Switch between your 2 main Vanguards depending on the situation and available CBs.

How To Use Dragonic Kaiser Vermillion (G3)

Vermillion G3
   - (VC): 11,000 base Power that can reach 14,000 Power when attacking a Vanguard, so you just need a 7,000~8,000 Booster to reach 21,000~22,000 Power.
   - (VC): LB4 (when you have 4 or more Damage in your Damage Zone), CB2 to get +2,000 Power and a skill that can battle all front row units in 1 attack!

   - This is really useful for clearing Intercept cards, especially when your opponent isn't paying attention to your Damage Zone and CB usage. Some players would sometimes deny you Damage, so try to pressure them by reserving 2 CBs (reserve 1 CB at 3 Damage), while dealing more Damages.

   - Consider using Dragonic Kaiser Vermillion's (G3) skill when your opponent got 5 Damage to clear Intercepts and start breaking Sentinel Cards (PG), best if you can setup 3 attacks here.
   - If your opponent can't do Intercepts, you can use this unit as your last attacker, to use skill to clear their Grade 3 cards, especially when your opponent got very few cards in hand.

How To Use Dragonic Kaiser Vermillion "THE BLOOD" (G3)

Dragonic Kaiser Vermillion "THE BLOOD" (G3)
   - (VC): LB5, CB3 to get +5,000 Power/Critical+1 and the following ability until end of turn. "(VC): This unit battles every unit in your opponent's front row in 1 attack."
   - Similar to Dragonic Kaiser Vermillion's (G3) skill but with higher requirements, consider using if you want to utilize it's 13,000 Cross Ride numbers, want to rush the battle or catch up on damage using it's Critical attacks.
   - Best with Garuda (G2) and Heal Triggers to help recover CBs.

   - (VC): Cross Ride If Dragonic Kaiser Vermillion (G3) is in your Soul, this unit gets +2,000 Power.
   - (VC): If this unit is Cross Riding, its LB5 becomes LB4.
   - A 13,000 base Power Vanguard would force your opponent to adjust their combos to 13k/18k/23k.

Counter Blasts

Saishin FVVermillion G3Dragonic Kaiser Vermillion "THE BLOOD" (G3)
   - Lizard Soldier, Saishin (FV) = Used to retire opponent's Grade 1 or less rear guards (CB1).
   - Dragonic Kaiser Vermillion (G3) = LB4CB2 to get +2,000 Power and the following ability until end of turn. This unit battles every unit in your opponent's front row in 1 attack.
   - Dragonic Kaiser Vermillion "THE BLOOD" (G3) = LB5CB3 to get +5,000 Power/Critical+1 and an extra ability.

   - Note: Also consider other card effects that requires Counter Blasts if needed.

Soul Blasts

Rising Phoenix G1
   - Rising Phoenix (G1) = When placed, SB2 to draw a card. It is possible to get up to 4 cards in Soul by using your FV's skill. Just be careful not to disable Cross Ride bonuses unless needed (if you have more than 1 card).


More Vanguard ZERO Tips and Guides:

Beginner's Tips Re-Rolling Guide

Beginner's Quick Tips and Guide

Beginner's Quick Battle Tips

Farming Materials and Crafting Cards Tips and Guide


That's it guys, thank you for checking our Narukami Vermillion "THE BLOOD" Deck Build and Guide for the Card Battle RPG mobile game - Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).